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Draco18s

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Everything posted by Draco18s

  1. Non-vanilla mobs still have to extend EntityLivingBase. Unless that person is dumb and wants their mod to crash.
  2. They are not temporally immune. They are temporarily immune. And that's handled by the EntityLivingBase class. If you want to ignore it, when your bullet hits an entity, set that entity's hurtResistantTime to 0.
  3. I made items that did it by creating an invisible, light casting block, above the player's head (then saving that location so it could be removed later).but yeah, it's laggy. I avoided that by only updating the block every five meters or so.
  4. If you want custom particles, you're going to have to write a custom particle class.
  5. Also note, that I think the base value is only used once, during entity construction.
  6. ITS MAGIC. Read: Don't do shit like that in one line and always check for array size and null pointers before you access them.
  7. Yes. They're rendered with the tesselator. It's very easy to change their size.
  8. The link goes to the wiki page, which details what the door's metadata does. In this case, the 4th bit ("8") means "this block is the top half of the door."
  9. Did you register your GUI handler?
  10. No shit. http://minecraft.gamepedia.com/Door#Block_data
  11. That should be the door is powered / not powered so open/close the door. The flag is telling it to run another function, so just because you powered that block over there doesn't mean the door will open: that other function may also check for power.
  12. Its how the bottom half of the door functions. If the top half doesn't exist ("block above me is not also a door") then it sets itself to air (breaking the door). Secondly, if the block below itself is not solid on top, it also breaks the door.
  13. Its almost like there's a tutorial for this.
  14. Sounds like you need a public String getModelTexture(...) { } method! Because it's not a static method, the TE instance has the properties (world, position, etc) already necessary to figure out what its own texture should be.
  15. Having built a chunk of related but separate mods, I was keeping all the files in the same /src/main directory mostly because of not knowing what else to do, but given that I'd like to build them as separate jar files, I ended up here. Good news: I got it to compile. Bad news: it shoved them all into one jar anyway (which has a clever file name of "Forge 1180.jar") Umm...what didn't I do correctly? Unrelated, I should update Forge at some point, heh.
  16. Makes since. I was largely working off how the Furnace recipes worked, but yeah, it doesn't make a whole lot of sense that way.
  17. Side note: there are usages of class names where Eclipse can't resolve the identity. The one I know of is if(someobject instanceof SomeClass) { } and it throws "incompatible operand types SuperClass and SomeClass." 99% of the time I have to use another line to do SomeClass qqq; just so I can get the import.
  18. I certainly haven't been. It's a 1:1 input:output in terms of ItemStacks. Kind of like the furnace. Stack of A becomes a Stack of B, so I've just been storing it as a HashTable<ItemStack,ItemStack>.
  19. You need to create a particle class that extends EntityFX. As far as I've been able to figure out myself, creating a "stream" of them is really just spawning a bunch of them at once (think of a particle as an entity: creating a line of particles would be similar to creating "a line of skeletons"). The hard part is making the textures work correctly. See line 59 and 140: https://github.com/Draco18s/Artifacts/blob/master/main/java/com/draco18s/artifacts/client/AntibuilderParticle.java
  20. That's an oxymoronic statement if I ever heard one. If it crashes, its not flawless. From what I can tell, whatever you're doing is causing liquid updates. There's a huge number of cyclic calls to BlockDynamicLiquid#updateTick on that stack trace.
  21. Good f*sking luck with that. Every mod is going to store their own machine's recipes in their own classes. For the mod I'm doing, that's one class (with several getters). For other mods, it might be many classes. For Thermal Expansion, download their API.
  22. You don't have Java JDK installed.

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